Hi Raj,

Thank you for the prompt response.

> This is probably what the eye coordinates in OpenGL means, i.e.,
> before clipping, perspective division, and transformation to window
> space.

Yes (eye coordinate/viewer's coordinate system). From the OpenGL specs:
(http://opengl.org/developers/documentation/version1_3/glspec13.pdf
 pg. 29)

--object coord--> [model-view-matrix] --eye coordinates--> [projection-matrix] --clip 
coordinates--> [perspective-division] --normalized-device-coordinates--> 
[viewport-transformation] --window-coordinates-->

I am looking for the matrix that transforms virtual world coordinates to the viewers's 
coordinates (model-view-matrix). I tried looking through the specification but can't 
find a straight forward documentation like the opengl ones for this matrix.

I tried your suggestion:

> // get matrix to go from object to ViewWorld
> Transform3D obj2vw = new Transform3D();
> object.getLocalToVworld( obj2vw );

Gets me an identity matrix.

> // get matrix to go from ViewWorld to ViewPlatform
> Transform3D vp2vw = new Transform3D();
> vp.getLocalToVworld( vp2vw );

Gets me an identity matrix.

> // get inverse of above
> Transform3D vw2vp = new Transform3D();
> vw2vp.invert( vp2vw);

Gets me an identity matrix as expected.

I believe getLocalToVworld transformation just transforms object coordinates into 
virtual world coordinates.

---object-coordinates (OC)--> [local-to-vworld] --virtual-world-coordinates (VWC)-->

In this case OC and VWC are the same coordinate systems; hence the identity matrix.

I am looking for the matrix that transforms virtual world coordinates to the viewers's 
coordinates (model-view-matrix).

--virtual-world-coordinates--> [model-view-matrix] --viewer's coordinate system/eye 
coordinates-->

Kovalan

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